I hope they consider the sigil buffs

I hope they consider the sigil buffs

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Posted by: Mrbig.8019

Mrbig.8019

because warrior are obviously not strong enough.

I’m baffled so few notices how ridicolous this thing will be for warriors.

I hope they consider the sigil buffs

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Posted by: mini.6018

mini.6018

snip

Yes i have put more tought into that theory and if their prediction is true the case would favor the warriors in contrast with what initially was my tought.

Even if so what seems to be the problem here? This is not exact science but pure theorycrafting based on speculation.There have been no dev clarifications about how the sigils will actually work hence there can be more than 1 theory over the subject.

I suggest to see your doctor if you feel too hysterical next time.

(edited by mini.6018)

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Posted by: Doggie.3184

Doggie.3184

incoming hydromancy 100 blades.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

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Posted by: Arpheus.6918

Arpheus.6918

I’m really glad that the devs communicate changes before they come. That gives us the opportunity to give some feedback before changes which can really affect balance in a bad way get released.

I hope they consider the sigil buffs

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Posted by: Rickster.8752

Rickster.8752

I’m really glad that the devs communicate changes before they come. That gives us the opportunity to give some feedback before changes which can really affect balance in a bad way get released.

Yeh but they then don’t listen. Many many good players told them not to do diamond skin but they did it anyway.

Official winner of solo queue MMR leaderboards – EU

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Posted by: Mrbig.8019

Mrbig.8019

I’m really glad that the devs communicate changes before they come. That gives us the opportunity to give some feedback before changes which can really affect balance in a bad way get released.

Yeh but they then don’t listen. Many many good players told them not to do diamond skin but they did it anyway.

ehi, look at dem eles in top teams thanks to diamond skin.

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Posted by: gesho.9468

gesho.9468

seems like legit concern.

the change was supposed to benefit 2h builds, but hambow happens to be op and 2h/2h, so…

given hambow hate, not the best time for the sigil change, isn’kitten

nerf healing sigil by 15% (they plan 8% right) and go with sigil change, i’ll say win-win.

I hope they consider the sigil buffs

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

what if …

warriors with fast hand is meant to make good use of on swap sigils this way?

lets take a look at them on swap sigils

Superior Sigil of Battle (gain [2, 3] stacks of might for 20 seconds)
Superior Sigil of Doom (next attack poisons)
Superior Sigil of Energy (gain 50% endurance)
Superior Sigil of Geomancy (bleeds nearby foes for 7 seconds)
Superior Sigil of Hydromancy (freeze nearby foes for 3 seconds)
Superior Sigil of Intelligence (next attack has a 100% critical hit chance)
Superior Sigil of Leeching (next attack steals health)

now imagine all of them have individual 9 seconds internal cool down, not shared.
now imagine a warrior can activate 2 unique ones every 5 seconds on weapon swap.

now, imagine, does that feel overpowered?
le me imagine …
long bow (leeching, doom)
hammer (battle, intelligence)
hmmm … no, i think no. working as intended.
after all, that is the function of “fast hands” trait.

them warrior haters whine and complain so much, well balanced warriors has been receiving many nerfs, many of which were uncalled for, but whiners win so tough luck.

but this time, warriors will get a chance to shine a bit again, with fast hand and sigils.

oh by the way, they also said they will be nerfing the effects of sigils.
means them all warrior haters will get puny watered down sigils. yay.

I hope they consider the sigil buffs

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Posted by: Rickster.8752

Rickster.8752

seems like legit concern.

the change was supposed to benefit 2h builds, but hambow happens to be op and 2h/2h, so…

given hambow hate, not the best time for the sigil change, isn’kitten

nerf healing sigil by 15% (they plan 8% right) and go with sigil change, i’ll say win-win.

It isn’t about that though. It isn’t about hambow being 2h weapons. It is about hambow being on kitten cd with weapon swap. So they benefit too much if they chose to use 4 swap sigils.

Official winner of solo queue MMR leaderboards – EU

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

seems like legit concern.

the change was supposed to benefit 2h builds, but hambow happens to be op and 2h/2h, so…

given hambow hate, not the best time for the sigil change, isn’kitten

nerf healing sigil by 15% (they plan 8% right) and go with sigil change, i’ll say win-win.

It isn’t about that though. It isn’t about hambow being 2h weapons. It is about hambow being on kitten cd with weapon swap. So they benefit too much if they chose to use 4 swap sigils.

relax, they said they will adjust the sigils to facilitate this.

I hope they consider the sigil buffs

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Posted by: gesho.9468

gesho.9468

It isn’t about that though. It isn’t about hambow being 2h weapons. It is about hambow being on kitten cd with weapon swap. So they benefit too much if they chose to use 4 swap sigils.

isnt warrior frequent swap already factored in? isnt current “balance” already with that being present?

sigil change is only about double for 2h, right? eg, if cd was going down, then fast swap would benefit.

i havent listened to stream, just asking

I hope they consider the sigil buffs

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Posted by: saVdoom.2067

saVdoom.2067

I would honestly like to hear a dev answer regarding this. Thanks!

I hope they consider the sigil buffs

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Posted by: LelouchViBritannia.3607

LelouchViBritannia.3607

seems like legit concern.

the change was supposed to benefit 2h builds, but hambow happens to be op and 2h/2h, so…

given hambow hate, not the best time for the sigil change, isn’kitten

nerf healing sigil by 15% (they plan 8% right) and go with sigil change, i’ll say win-win.

It isn’t about that though. It isn’t about hambow being 2h weapons. It is about hambow being on kitten cd with weapon swap. So they benefit too much if they chose to use 4 swap sigils.

relax, they said they will adjust the sigils to facilitate this.

Really so they’ll balance the sigils for warriors and then the sigils will suck for everyone else? Sounds like anet would actually do.

I command you to be AWESOME.

I hope they consider the sigil buffs

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

seems like legit concern.

the change was supposed to benefit 2h builds, but hambow happens to be op and 2h/2h, so…

given hambow hate, not the best time for the sigil change, isn’kitten

nerf healing sigil by 15% (they plan 8% right) and go with sigil change, i’ll say win-win.

It isn’t about that though. It isn’t about hambow being 2h weapons. It is about hambow being on kitten cd with weapon swap. So they benefit too much if they chose to use 4 swap sigils.

relax, they said they will adjust the sigils to facilitate this.

Really so they’ll balance the sigils for warriors and then the sigils will suck for everyone else? Sounds like anet would actually do.

yup, and this will be working as intended, because, warriors are warriors.

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Posted by: gesho.9468

gesho.9468

ok, i listened to readyUp today. so cd not shared any more and fast hand change op warrior getting double dip buff.
not good.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

ok, i listened to readyUp today. so cd not shared any more and fast hand change op warrior getting double dip buff.
not good.

it is good for warriors.
and i think you lot are overreacting.

I hope they consider the sigil buffs

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Posted by: redslion.9675

redslion.9675

what if …

warriors with fast hand is meant to make good use of on swap sigils this way?

lets take a look at them on swap sigils

Superior Sigil of Battle (gain [2, 3] stacks of might for 20 seconds)
Superior Sigil of Doom (next attack poisons)
Superior Sigil of Energy (gain 50% endurance)
Superior Sigil of Geomancy (bleeds nearby foes for 7 seconds)
Superior Sigil of Hydromancy (freeze nearby foes for 3 seconds)
Superior Sigil of Intelligence (next attack has a 100% critical hit chance)
Superior Sigil of Leeching (next attack steals health)

now imagine all of them have individual 9 seconds internal cool down, not shared.
now imagine a warrior can activate 2 unique ones every 5 seconds on weapon swap.

now, imagine, does that feel overpowered?
le me imagine …
long bow (leeching, doom)
hammer (battle, intelligence)
hmmm … no, i think no. working as intended.
after all, that is the function of “fast hands” trait.

them warrior haters whine and complain so much, well balanced warriors has been receiving many nerfs, many of which were uncalled for, but whiners win so tough luck.

but this time, warriors will get a chance to shine a bit again, with fast hand and sigils.

oh by the way, they also said they will be nerfing the effects of sigils.
means them all warrior haters will get puny watered down sigils. yay.

It would be an interesting mechanic if it wasn’t usable by any warrior build.

However, ANet just needs to make sigil proc when swapped in and out, while retaining icd. This way the 5 seconds weapon swap won’t mean more procs.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

I hope they consider the sigil buffs

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

It would be an interesting mechanic if it wasn’t usable by any warrior build.

However, ANet just needs to make sigil proc when swapped in and out, while retaining icd. This way the 5 seconds weapon swap won’t mean more procs.

eh redslion what do you mean by “make sigil proc when swapped in and out” i do not understand this.

I hope they consider the sigil buffs

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Posted by: saVdoom.2067

saVdoom.2067

It would be an interesting mechanic if it wasn’t usable by any warrior build.

However, ANet just needs to make sigil proc when swapped in and out, while retaining icd. This way the 5 seconds weapon swap won’t mean more procs.

I hope this is how they’re planning, i just want an Anet developer to confirm or at least say something as “yeah we haven’t thought about this” just like they gave in regarding the DE change for mesmers, which is ok by me – it demonstrates they are listening.

I hope they consider the sigil buffs

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Posted by: redslion.9675

redslion.9675

It would be an interesting mechanic if it wasn’t usable by any warrior build.

However, ANet just needs to make sigil proc when swapped in and out, while retaining icd. This way the 5 seconds weapon swap won’t mean more procs.

eh redslion what do you mean by “make sigil proc when swapped in and out” i do not understand this.

That the sigil will work when you swap to a weapon and when you swap from that weapon. But only if these two events happen at more than 9 seconds of distance.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

I hope they consider the sigil buffs

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Posted by: ronpierce.2760

ronpierce.2760

With 1 crit and 1 switch, this actually will cause a warrior buff in dps. Like this:
Say they’re using Hydromancy+Fire and Leeching + Lightning.

Trigger Fire in the first 5 seconds, normally nothing would happen again for 5 seconds, but swap you do Leeching damage + Lightning damage crit within the same 5 seconds. Okay, it’s on 5 second cooldown, but you can swap back now and gain Hydromancy damage and fire again in the next 5 seconds.

Because of the 10 second rule, typically you’d only get 1 swap sigil and 2 crit every 10 seconds.

However, with this trait, you can essentially get 4 crit and 2 swap triggers every 10 seconds, assuming they’re all different sigils. Just saying. It actually is a sigil dps buff.

And tbh, I wish they’d nerf Quick hands to 2 seconds of and make 8 seconds the base weapon swap cooldown to bring classes closer together and make QH not so mandatory feeling.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

I hope they consider the sigil buffs

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Posted by: redslion.9675

redslion.9675

With 1 crit and 1 switch, this actually will cause a warrior buff in dps. Like this:
Say they’re using Hydromancy+Fire and Leeching + Lightning.

Trigger Fire in the first 5 seconds, normally nothing would happen again for 5 seconds, but swap you do Leeching damage + Lightning damage crit within the same 5 seconds. Okay, it’s on 5 second cooldown, but you can swap back now and gain Hydromancy damage and fire again in the next 5 seconds.

Because of the 10 second rule, typically you’d only get 1 swap sigil and 2 crit every 10 seconds.

However, with this trait, you can essentially get 4 crit and 2 swap triggers every 10 seconds, assuming they’re all different sigils. Just saying. It actually is a sigil dps buff.

And tbh, I wish they’d nerf Quick hands to 2 seconds of and make 8 seconds the base weapon swap cooldown to bring classes closer together and make QH not so mandatory feeling.

That might be solved by just raising the cooldown.

And it would even be something awesome if war didn’t already have so much. I mean… it would add so many options…

Well, maybe QH should be made standard for all classes. That might boost build diversity a lot.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

I hope they consider the sigil buffs

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Posted by: mini.6018

mini.6018

They should leave the on swap sigils still share the cooldown but change the on crit ones to have their own leaving them at the same 30%.

Onswap sigils not sharing cooldown will turn out in a spam fest even without warriors.Everyone will run hydro and such and with so many free damage procs all the class balance wich is already in a terrible state will have to suffer.Too much stuff that the combat was previously not designed for will be flying arround and overall will be very bad for the game.

Just keep them as they are and make on crit sigils still be able to proc in combination with onswap.It always felt like a bug to me.No headaches and no going in unpredictible directions with the already current class balance as a huge problem.

Giving everyone free chill,lighting.fire,bleeds,might,dodges and leech on just seems like a very bad move to me.At least in the current state players need to trade something off for choosing 1 onswap sigil instead of having all.

(edited by mini.6018)

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Posted by: Cynz.9437

Cynz.9437

i really wish they would just scrap entire sigil change idea..-_-

they are fine as they are right now

All is Vain~
[Teef] guild :>

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Posted by: mini.6018

mini.6018

With 1 crit and 1 switch, this actually will cause a warrior buff in dps. Like this:
Say they’re using Hydromancy+Fire and Leeching + Lightning.

Trigger Fire in the first 5 seconds, normally nothing would happen again for 5 seconds, but swap you do Leeching damage + Lightning damage crit within the same 5 seconds. Okay, it’s on 5 second cooldown, but you can swap back now and gain Hydromancy damage and fire again in the next 5 seconds.

Because of the 10 second rule, typically you’d only get 1 swap sigil and 2 crit every 10 seconds.

However, with this trait, you can essentially get 4 crit and 2 swap triggers every 10 seconds, assuming they’re all different sigils. Just saying. It actually is a sigil dps buff.

And tbh, I wish they’d nerf Quick hands to 2 seconds of and make 8 seconds the base weapon swap cooldown to bring classes closer together and make QH not so mandatory feeling.

That might be solved by just raising the cooldown.

And it would even be something awesome if war didn’t already have so much. I mean… it would add so many options…

Well, maybe QH should be made standard for all classes. That might boost build diversity a lot.

Making clones and stealth standard for all classes will sure boost the build diversity a lot too.

I hope they consider the sigil buffs

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

That the sigil will work when you swap to a weapon and when you swap from that weapon. But only if these two events happen at more than 9 seconds of distance.

sorry me no smart like everyone else. >.<

let me make an example then you attempt to correct me.

warrior uses
long bow (leeching, doom)
hammer (battle, intelligence)

warrior has hammer drawn
long bow kept in other weapon slot

warrior sees ranger! battle!
warrior uses hammer 3!
engaged! no more out of combat!

on swap sigils battle and intelligence NOT activated since not swapped in during combat.

warrior swaps to long bow! 5 seconds fast hands!
on swap sigils leeching and doom activates.
warrior shoots ranger with long bow. pew pew! dual shot!
warrior heals 975 health. on swap leeching sigil also deals 974 damage to ranger
ranger suffers 5 seconds of poison due to on swap doom sigil

after 5 seconds.

warrior swaps to hammer!
on swap sigils battle and intelligence activates!
warrior receives 3 might from battle!
warrior’s next hammer attack is 100% critical hit!
warrior uses earth shaker!
earth shaker critically hits!
bash! bash! bong! dang! ding!

after 5 seconds

warrior swaps to long bow!
on swap sigils leeching and doom activates!
long bow’s next attack will steal life and inflict poison!

etc …

this is my current understand of how sigils will be in the future.

so errr redslion, what do you mean by “sigil will work when you swap to a weapon and when you swap from that weapon” because i still can’t get what you are trying to say.

sorry me dum dum. O_O

I hope they consider the sigil buffs

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Posted by: mini.6018

mini.6018

That the sigil will work when you swap to a weapon and when you swap from that weapon. But only if these two events happen at more than 9 seconds of distance.

sorry me no smart like everyone else. >.<

let me make an example then you attempt to correct me.

warrior uses
long bow (leeching, doom)
hammer (battle, intelligence)

warrior has hammer drawn
long bow kept in other weapon slot

warrior sees ranger! battle!
warrior uses hammer 3!
engaged! no more out of combat!

on swap sigils battle and intelligence NOT activated since not swapped in during combat.

warrior swaps to long bow! 5 seconds fast hands!
on swap sigils leeching and doom activates.
warrior shoots ranger with long bow. pew pew! dual shot!
warrior heals 975 health. on swap leeching sigil also deals 974 damage to ranger
ranger suffers 5 seconds of poison due to on swap doom sigil

after 5 seconds.

warrior swaps to hammer!
on swap sigils battle and intelligence activates!
warrior receives 3 might from battle!
warrior’s next hammer attack is 100% critical hit!
warrior uses earth shaker!
earth shaker critically hits!
bash! bash! bong! dang! ding!

after 5 seconds

warrior swaps to long bow!
on swap sigils leeching and doom activates!
long bow’s next attack will steal life and inflict poison!

etc …

this is my current understand of how sigils will be in the future.

so errr redslion, what do you mean by “sigil will work when you swap to a weapon and when you swap from that weapon” because i still can’t get what you are trying to say.

sorry me dum dum. O_O

He is reffering to the cooldown starting the countdown when you switch the weapon out instead of on the proc.It will result in a more likely cooldown for all the classes,but it would be too much of a headache for the team to pull off.Also it will break the gameplay for who doesn’t just spam swap weapons on cd.

(edited by mini.6018)

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

aaah i see thanks mini!

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Posted by: Oxygen.5918

Oxygen.5918

When did Anet stated that the cooldown of on swap sigils will no longer be 9 seconds?Are all the necros living a their own imaginary world or just you?The use of words like “epic buffs” and “double” for a completely uninformed issue leaves my perplexed.

TLDR : ON SWAP SIGILS = 9 SECONDS COOLDOWN hence every class will get THE SAME BENEFITS except elementalist.

Please copy paste that and repeat it 20 times now.

Let me break it down for you. I feel like educating you:

Time 0 seconds – warrior goes to longbow proccing energy and battle sigil
Time 5 Seconds – Warrior goes to mace/sword (or whatever) proccing leeching and geomancy
Time 10 seconds – Weapon swap up again so warrior can go back to longbow proccing energy and battle
Time 15 seconds – Weapon swap up again so warrior can go back to other set proccing other two swap sigils.

Think bro Hard but worth it.

They don’t proc out of combat. Not so smart now are you?

I was the best at burning things. Especially bosses that
didn’t move.

I hope they consider the sigil buffs

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Posted by: redslion.9675

redslion.9675

When did Anet stated that the cooldown of on swap sigils will no longer be 9 seconds?Are all the necros living a their own imaginary world or just you?The use of words like “epic buffs” and “double” for a completely uninformed issue leaves my perplexed.

TLDR : ON SWAP SIGILS = 9 SECONDS COOLDOWN hence every class will get THE SAME BENEFITS except elementalist.

Please copy paste that and repeat it 20 times now.

Let me break it down for you. I feel like educating you:

Time 0 seconds – warrior goes to longbow proccing energy and battle sigil
Time 5 Seconds – Warrior goes to mace/sword (or whatever) proccing leeching and geomancy
Time 10 seconds – Weapon swap up again so warrior can go back to longbow proccing energy and battle
Time 15 seconds – Weapon swap up again so warrior can go back to other set proccing other two swap sigils.

Think bro Hard but worth it.

They don’t proc out of combat. Not so smart now are you?

Who said the timer started out of combat?

We were measuring the proc rate assuming both are in combat and start swapping at the same time and then every time available.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

I hope they consider the sigil buffs

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Look, this is a an issue which I am sure cannot be resolved except by just making on swap sigils so bad nobody runs them, or by just adding so weird rules to stop warriors abusing by using 4 different on swap sigils. The reason I made this thread is to point out this problem, it is the devs job to consider the issue and to design a solution. Hopefully they come up with something that:

1, Keeps sigils simple
2, Adds build diversity
3, Doesn’t make warriors more OP whilst keeping swap sigils relevant for other classes

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

I hope they consider the sigil buffs

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Posted by: mini.6018

mini.6018

Look, this is a an issue which I am sure cannot be resolved except by just making on swap sigils so bad nobody runs them, or by just adding so weird rules to stop warriors abusing by using 4 different on swap sigils. The reason I made this thread is to point out this problem, it is the devs job to consider the issue and to design a solution. Hopefully they come up with something that:

1, Keeps sigils simple
2, Adds build diversity
3, Doesn’t make warriors more OP whilst keeping swap sigils relevant for other classes

4,Doesn’t change or nerf fast hands kitting up warriors

I hope they consider the sigil buffs

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Posted by: Bombsaway.7198

Bombsaway.7198

I think the solution is really quite simple.
Make it so that everything that procs on swap shares a timer. You can therefore only proc 2 skills every 9 seconds no matter how many weapon swaps you can make.

Now, what a warrior can do is get their 2 procs and then get into a weapon set which has passive abilities (stacks or +%).

Warrior needs a serious nerfing but not sure this is it. In general, you want a class to be in the top 3 for about 1/3rd of critical factors (armor, health, power, crit, crowd control, healing, condition revmoing, etc) and in the bottom 3 for about 1/3rd of all critical factors and middling for the rest.

What critical elements of combat or utility is the warrior at the bottom (in short where he has a counter)?
What elements of combat or utility is the warrior not in the top three?

Given the warrior is the offensive melee side, the real way to balance the class is to make it far easier to take one down (nerf a warrior’s defense hard).

Guardian is the defensive class. Warrior should be high offense but far easier to burn down.

I hope they consider the sigil buffs

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

I think the solution is really quite simple.
Make it so that everything that procs on swap shares a timer. You can therefore only proc 2 skills every 9 seconds no matter how many weapon swaps you can make.

Now, what a warrior can do is get their 2 procs and then get into a weapon set which has passive abilities (stacks or +%).

Warrior needs a serious nerfing but not sure this is it. In general, you want a class to be in the top 3 for about 1/3rd of critical factors (armor, health, power, crit, crowd control, healing, condition revmoing, etc) and in the bottom 3 for about 1/3rd of all critical factors and middling for the rest.

What critical elements of combat or utility is the warrior at the bottom (in short where he has a counter)?
What elements of combat or utility is the warrior not in the top three?

Given the warrior is the offensive melee side, the real way to balance the class is to make it far easier to take one down (nerf a warrior’s defense hard).

Guardian is the defensive class. Warrior should be high offense but far easier to burn down.

all on swap sigils currently share a 9 seconds cool down, they are removing that shared cool down so all on swap sigils have their own cool down.

warriors do not need a nerf. would you kindly please stop asking for warrior nerfs?

guardian is group defensive support.

warrior has good personal sustain.

I hope they consider the sigil buffs

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Posted by: Cynz.9437

Cynz.9437

solution is simple: revert change to sigils ty

All is Vain~
[Teef] guild :>

I hope they consider the sigil buffs

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Posted by: mini.6018

mini.6018

I think the solution is really quite simple.
Make it so that everything that procs on swap shares a timer. You can therefore only proc 2 skills every 9 seconds no matter how many weapon swaps you can make.

Now, what a warrior can do is get their 2 procs and then get into a weapon set which has passive abilities (stacks or +%).

Warrior needs a serious nerfing but not sure this is it. In general, you want a class to be in the top 3 for about 1/3rd of critical factors (armor, health, power, crit, crowd control, healing, condition revmoing, etc) and in the bottom 3 for about 1/3rd of all critical factors and middling for the rest.

What critical elements of combat or utility is the warrior at the bottom (in short where he has a counter)?
What elements of combat or utility is the warrior not in the top three?

Given the warrior is the offensive melee side, the real way to balance the class is to make it far easier to take one down (nerf a warrior’s defense hard).

Guardian is the defensive class. Warrior should be high offense but far easier to burn down.

I already said that without calling for BS kitten unneeded nerfs to help the bads play this game with even less skill.Warrior defensive hulk mode was nerfed to the ground in the december 10th patch and the offensive side too plus other nerfs are coming to his damage and damage apply and heals so please stop the kitten begging for easymode the class is already getting destroyed even worse than it was before buffs.

Keep the onswap sigils the way they are

Chance on crit sigils to not share the cooldown with the onswap ones

Done easy and everyone is happy.

(edited by mini.6018)

I hope they consider the sigil buffs

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Posted by: redslion.9675

redslion.9675

Given the warrior is the offensive melee side, the real way to balance the class is to make it far easier to take one down (nerf a warrior’s defense hard).

Guardian is the defensive class. Warrior should be high offense but far easier to burn down.

Then buff his damage with some weapons, so that it’s actually worth it.

And by the same concept you should nerf guardian damage. They should not be supposed to run zerker, right?

I think both should have resistant and offensive options, but both should not live together perfectly. Then the offensive style might be different for both: “wrecking ball” style for warrior (like with GS, mobility-based heavy damage), “zoning out” style for Guardian (less gap closers, a bit more sustain, bring the pain to those who stand near you). Then you could make “hybrids”, but they should not be too strong on one side or the other.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

I hope they consider the sigil buffs

in PvP

Posted by: evilapprentice.6379

evilapprentice.6379

now, imagine, does that feel overpowered?
le me imagine …
long bow (leeching, doom)
hammer (battle, intelligence)
hmmm … no, i think no. working as intended.

Its great you feel that way – many others feel as though it’s too going to be too powerful. Obviously none of us has experience with it (since it doesn’t even necessarily exist yet), but on paper it’s very versatile which makes it very powerful. It’s literally twice as powerful as sigils currently are, which is going to be hard to gauge until we see it in action (though it’s much more reasonable to assume it’s going to be OP rather than “Fine” – any time anything doubles in power, it’s safe to speculate it’ll be too powerful)

after all, that is the function of “fast hands” trait.

No – the point of the fast hands trait is 5s swap, which in itself is very good for a 15 point minor trait. Having half the CD for swapping weapons is a powerful tool in the hands of an experienced player. Doubling the power of sigils for 1 class that’s already considered top tier in every level of play doesn’t sound like a well thought out plan.

them warrior haters whine and complain so much, well balanced warriors has been receiving many nerfs, many of which were uncalled for, but whiners win so tough luck.

Your an extremely vocal warrior defender, which would be fine if you ever qualified your statements. You however do not – you simply state “Warrior’s are fine”, as if you typing it and posting it made it true. Warrior is currently much too forgiving for inexperienced players, and too powerful in the hands of experienced players. One of your heals is among the highest HPS in the game while also having the least amount of counters.
Your condition mitigation is among the best in the game with CI (and taking CI also adds to your best-in-the-game-with-the-least-counters Healing via AH). Berserker’s stance allows you to become immune to condition damage While also becoming immune to the soft CC/Debuffs some specs rely on for defense. You can combine this with another stance to become entirely immune to all CC (Soft and hard) and all conditions. You also have access to some of the best CC options in the game. There’s more (hard to believe, but true), but I think I’ve made my point.

but this time, warriors will get a chance to shine a bit again, with fast hand and sigils.

In what game did warriors stop shining?

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

(edited by evilapprentice.6379)

I hope they consider the sigil buffs

in PvP

Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

Warrior is the best class by some distance in pvp. Ok that is not an opinion but an opinion accepted as fact.

Warrior has a 5 second weapon swap duration. Other classes have 10 seconds +

Have anet considered that removing the shared cooldowns on swap sigils will be a huge buff to warrior compared to everything else. Imagine a warrior with energy/battle and geomancy/leeching. Or whatever. It really is frightening.

The buffs a warrior will receive in this way will be double that of any other class. So removing the sigil shared cd is in fact an epic buff to warriors as opposed to other classes. Even if the sigils are weakened to compensate then a warrior will STILL get the best of it.

This patch will ruin the balance even more. Sigils affect the balance so heavily, there is so much to consider when implementing such a new system. I think there will be a big mess. Also it will keep the balance-team busy, which doesn’t solve the actual problem of balance (sigils were never a problem of balance).

This has left me pretty confused, because I don’t get their concept of fixing the balance . . . by creating another problem?

Read It Backwards [BooN]

I hope they consider the sigil buffs

in PvP

Posted by: Lord Kuru.3685

Lord Kuru.3685

What about this:

  • Weapon slot one is labeled slot “A”, weapon slot two is labeled slot “B.” This is for one-handed weapons.
  • For two-handed weapons, slot “A” is the first sigil slot and slot “B” is the second sigil slot.

Put 9 second cooldowns for each slot. So “A” can’t proc twice within 9 seconds and “B” can’t proc twice within 9 seconds, but “A” and “B” act independently.

There likely would be some programming issues in implementing this as you have two-handed and one-handed weapons treated differently.

(edited by Lord Kuru.3685)

I hope they consider the sigil buffs

in PvP

Posted by: Mrbig.8019

Mrbig.8019

Warrior is the best class by some distance in pvp. Ok that is not an opinion but an opinion accepted as fact.

Warrior has a 5 second weapon swap duration. Other classes have 10 seconds +

Have anet considered that removing the shared cooldowns on swap sigils will be a huge buff to warrior compared to everything else. Imagine a warrior with energy/battle and geomancy/leeching. Or whatever. It really is frightening.

The buffs a warrior will receive in this way will be double that of any other class. So removing the sigil shared cd is in fact an epic buff to warriors as opposed to other classes. Even if the sigils are weakened to compensate then a warrior will STILL get the best of it.

This patch will ruin the balance even more. Sigils affect the balance so heavily, there is so much to consider when implementing such a new system. I think there will be a big mess. Also it will keep the balance-team busy, which doesn’t solve the actual problem of balance (sigils were never a problem of balance).

This has left me pretty confused, because I don’t get their concept of fixing the balance . . . by creating another problem?

It’s rather easy.

They want to shake things up and play the “wait and see” game.

Nerf something which needed a nerf and make some totally random change.

Because, let’s be honest, aside wars totally ruining the meta and some brainless spamming proffs ( spirit ranger, S/D thieves, disabling shot spam and necros, which are pretty balanced overall anyway) balance is not that off.

So they want to shake up things and see what happens.

Reasonable, if i can say.

I hope they consider the sigil buffs

in PvP

Posted by: LelouchViBritannia.3607

LelouchViBritannia.3607

Because, let’s be honest, aside wars totally ruining the meta and some brainless spamming proffs ( spirit ranger, S/D thieves, disabling shot spam and necros, which are pretty balanced overall anyway) balance is not that off.

So they want to shake up things and see what happens.

Reasonable, if i can say.

You listed 4 classes as brainless meta-ruining, yet balance is not that off? That’s 50% of the classes.

I command you to be AWESOME.

I hope they consider the sigil buffs

in PvP

Posted by: Mrbig.8019

Mrbig.8019

Because, let’s be honest, aside wars totally ruining the meta and some brainless spamming proffs ( spirit ranger, S/D thieves, disabling shot spam and necros, which are pretty balanced overall anyway) balance is not that off.

So they want to shake up things and see what happens.

Reasonable, if i can say.

You listed 4 classes as brainless meta-ruining, yet balance is not that off? That’s 50% of the classes.

War is the only meta ruining proff.

The other ones are overall balanced, tough brainless.

I hope they consider the sigil buffs

in PvP

Posted by: LelouchViBritannia.3607

LelouchViBritannia.3607

Because, let’s be honest, aside wars totally ruining the meta and some brainless spamming proffs ( spirit ranger, S/D thieves, disabling shot spam and necros, which are pretty balanced overall anyway) balance is not that off.

So they want to shake up things and see what happens.

Reasonable, if i can say.

You listed 4 classes as brainless meta-ruining, yet balance is not that off? That’s 50% of the classes.

War is the only meta ruining proff.

The other ones are overall balanced, tough brainless.

Pretty fair assessment. I’d argue that brainless specs are fun ruining though. There’s nothing more frustrating and unfun than losing to a spec that plays itself in a competitive pvp game.

I command you to be AWESOME.

I hope they consider the sigil buffs

in PvP

Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

Because, let’s be honest, aside wars totally ruining the meta and some brainless spamming proffs ( spirit ranger, S/D thieves, disabling shot spam and necros, which are pretty balanced overall anyway) balance is not that off.

So they want to shake up things and see what happens.

Reasonable, if i can say.

You listed 4 classes as brainless meta-ruining, yet balance is not that off? That’s 50% of the classes.

Yep, shows me clearly how off the balance is. All these specs are played by 60-80% in a team-comp. Tell me again how good the Balance is in this game . . .

Read It Backwards [BooN]

I hope they consider the sigil buffs

in PvP

Posted by: Lordrosicky.5813

Lordrosicky.5813

Because, let’s be honest, aside wars totally ruining the meta and some brainless spamming proffs ( spirit ranger, S/D thieves, disabling shot spam and necros, which are pretty balanced overall anyway) balance is not that off.

So they want to shake up things and see what happens.

Reasonable, if i can say.

You listed 4 classes as brainless meta-ruining, yet balance is not that off? That’s 50% of the classes.

War is the only meta ruining proff.

The other ones are overall balanced, tough brainless.

Pretty fair assessment. I’d argue that brainless specs are fun ruining though. There’s nothing more frustrating and unfun than losing to a spec that plays itself in a competitive pvp game.

1, Spirit ranger – Please make it so the stupid pet doesn’t get the spirit buffs :/
2, Minion master – please never buff blood magic line with this :/
3, Any warrior – healing signet
4, Stealthy mesmer – Frustrating to fight tbh

This is my order of things that really are not fun.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.